Skeletal Control uses a stale transform if actor transform changed

Basically what I’m trying to do is move the Actor transform without moving the skeleton.

So the “Get Owning Actor” node is just grabbing the Actor that contains the skeletal mesh, in this example, it’s the actor named “ThirdPerson_AnimBP” in the map. The actor’s transform is being changed in the “Update Animation” event, just prior to animation being evaluated. The new transform needs to be applied before the animation is evaluated, so that is why I’m changing it in the “Update Animation” event.

However, when the AnimGraph is evaluated, even though the root joint is being set to a constant world space transform in the AnimGraph, it isn’t staying fixed – as evidenced by him popping around.
It happens because the “Transform Bone” skeletal control in the animgraph (when set to use “World Space”) is using stale (previous frame) values for the component-space to world-space transform.

When the workaround is enabled, I use a “Transform Bone” skeletal control which is set to use component-space, so it doesn’t use the (bad) component-space to world-space transform.